- Oct 14, 2021
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I agree. This type of interaction creates a more immersive experience, partly because in real life I don't always know the right thing to say to a woman.To return to the video Transcendent posted on LIs and romance mechanics: I really, really like the idea of ambiguous or 'hidden' or uncertain LIs... which might or might not develop into romances with the MC under certain obscure variables or conditions.
Romances like that are the most true to life ('what is that look she is giving me... what does it mean?') -- and could create fascinating alternative narrative strands.
Most players, of course, would hate LI mechanics like this -- but a don't see why you couldn't insert an alternative LI along these lines into a game with more conventional scripting for the main LI.
I'm trying to pull this off to some extent with my main LI's. For example, with one LI there have been a handful of choices that (to some players) may look they wouldn't have any impact on the relationship with the LI. But if someone is considering what they know about that LI they could make a strong educated guess which choice the LI would find more attractive.
On the other hand, I've played too many games where I've felt that whether or not the LI likes my choice is a 50/50 crap shoot, so I may be in the same boat as those devs where I think I've given enough information to help the player make an informed choice but really I haven't.
As for adding alternative LI's to incorporate this feature, I agree with Noping that while BaD does a good job of adding side LI's, for most devs working on their games in their free time this can turn into a nightmare because of the extra work involved, particularly when incorporating the mechanics we are discussing here.
My outline did originally plan for a few of these women, and I even had one scene scripted and rendered in Part One of LDNA where the player meets one of these side/alternate women, but I ultimately scrapped the scene and the character. One problem is that each alternative path adds to the development time, particularly if a path will eventually lead to a lewd scene. But the bigger problem is finding a legitimate story purpose for the alternate LI paths. One of the recurring themes of this thread is that tighter pathing leads to stronger narratives, and it can be hard to justify including an alternative romance path in a story-first game if not taking that path won't take anything away from the main story.
(I ultimately did come up with a way to include lewd scenes with alternate women through my bonus Dream scenes, but this is cheating and doesn't provide the same satisfaction a player gets from romancing a woman through the story part of the game.)